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<blockquote data-quote="phloog" data-source="post: 4557978" data-attributes="member: 59219"><p>Won't this be fun! You will find it fun!</p><p> </p><p>Echoing many of the thoughts here, some memorable events from Paranoia games past (some of this might have been from published modules - I was only a lowly player clone)</p><p> </p><p>1) Have a robot that will actually give one answer to a PC, and a different answer to a superior. I recall a player being ordered to turn on the bots remote sensors. He told the bot to do this, and the bot said 'Sensors On!', then the superior asked the player if he'd done it (and he said Yes). Then he asked the BOT, and the bot said 'Why....no...' POOF!</p><p> </p><p>2) If your players are into such things, have them right up Mission Reviews in their own words at the end of missions...this can get them or their friends killed for treason, and is a good way for you to have more laughs as you hear how they manipulate the truth.</p><p> </p><p>3) Experimental Equipment - Your players will want Experimental Equipment! Serve the Computer! The Computer does not make faulty equipment. Any malfunctions are likely due to traitorous action.</p><p> </p><p>4) Don't skimp on Secret Society stuff - - each player should have one or more objectives within their SecSoc.</p><p> </p><p>5) Mutant powers. Put in a couple of situations where the players must decide between using their mutant powers or having a tough time.</p><p> </p><p>That's it from me.</p></blockquote><p></p>
[QUOTE="phloog, post: 4557978, member: 59219"] Won't this be fun! You will find it fun! Echoing many of the thoughts here, some memorable events from Paranoia games past (some of this might have been from published modules - I was only a lowly player clone) 1) Have a robot that will actually give one answer to a PC, and a different answer to a superior. I recall a player being ordered to turn on the bots remote sensors. He told the bot to do this, and the bot said 'Sensors On!', then the superior asked the player if he'd done it (and he said Yes). Then he asked the BOT, and the bot said 'Why....no...' POOF! 2) If your players are into such things, have them right up Mission Reviews in their own words at the end of missions...this can get them or their friends killed for treason, and is a good way for you to have more laughs as you hear how they manipulate the truth. 3) Experimental Equipment - Your players will want Experimental Equipment! Serve the Computer! The Computer does not make faulty equipment. Any malfunctions are likely due to traitorous action. 4) Don't skimp on Secret Society stuff - - each player should have one or more objectives within their SecSoc. 5) Mutant powers. Put in a couple of situations where the players must decide between using their mutant powers or having a tough time. That's it from me. [/QUOTE]
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